Here's a one-shot adventure I did for experienced Rpers who were complete newbies to Dresden:
I gave them all pre-gen characters which I have on PDF, if you want them.
They work for a secret organization(Let's call them St. Anne's Children (SAC)) in the city. The organization is an all-mortal group who have lots of money and contacts and work to protect the city from supernatural threats. The PC's are low level mooks (feet in the water) who work for the organization (they don't know who any of the leadership is).
I started the adventure with them all in the park, fighting a shape-shifter (so they don't really know what's going on until the fight is done and it's a good way to introduce them to combat.) After the fight, I explained that they'd just completed a job to track down and "take care" of said shapeshifter who was preying on innocent people. They call into the office to let their contact know they were done. I then had the contact offer them another job (compel).
The Job:
Background
A Pure Mortal Girl works at an upscale bar run by White Court Vampires (the vamps head-quarters). She's a White Court Thrall who was the "bookeeper" for a Paranet-type organization and she's been feeding the info to the White Court. SAC wants to kidnap her, and force her to change alliance so that she becomes an informant for them against the White Court. It could involve torture etc...but the PC's won't know that yet, in this adventure.
PC's Mission
Kidnap or convince the girl(or guy, if you want the informant to be male) to go with them. Keep her comfy at a specific meeting place until a representative from SAC comes to pick here up. Once that happens, they're off the hook.
Complications
1. The White Court pretty much owns the mob, so while getting the Informant to follow them, they may be accosted or followed by mobsters. The primary goal of the mobsters is to find out where they are going.
2. Once they get to the meeting place, give them an afternoon to prepare. (The Terromancer used a ritual to make all the windows in the building bullet proof).
At night, they will get a visit from two White Court Vamps looking to retreive the girl. They will try to "convince" the party to let her go.
They have to hold off the vamps until help arrives. I threw in a ghoul and a couple of human mooks, but I had 5 players when I did it.
The adventure can lead to other things for later adventures. Like if the party finds out what SAC is going to do with the informant, they may have morale issues etc...
Not sure if it's the kind of thing you're looking for, but maybe it'll give you ideas.